Ok, I like it

pawsplay

Hero
I paged through this in the store and I've been looking over the SRD. It's a little more wahoo than I was looking for in my 3.5 extension, and I'm not enamoured of all of the flavor changes to monsters and races, but it's a very nice book. Looks fun, very insertable into existing campaigns and settings, fun art, well designed.
 

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My copy hasn't arrived yet :rant: so I'm not quite sure about my own views on its 'wahoo' factor, relative to 3e or otherwise. Or even what the 'accepted' definition of wahoo might be, in this context.

But anyway, out of interest, what aspects to it do you consider to be the [more] wahoo ones? IOW, is it something more than a general feel or suchlike?
 

Wahoo is my shorthand for over-the-top action tropes, visual styles, and character themes. For instance, giving gnomes punk rock hair adds a little more wahoo, as does Penetrating Strike, which allows a fighter to overcome DR through sheer badossity. The only thing that made me go, "No, no, that's just too much" was the Aberrant sorcerer bloodline, which grants reach with touch spells. That's just weird.
 

Wahoo is my shorthand for over-the-top action tropes, visual styles, and character themes. For instance, giving gnomes punk rock hair adds a little more wahoo, as does Penetrating Strike, which allows a fighter to overcome DR through sheer badossity. The only thing that made me go, "No, no, that's just too much" was the Aberrant sorcerer bloodline, which grants reach with touch spells. That's just weird.

That's because of the tentacles...
 

That's because of the tentacles...

So do they sprout an arcane tentacle, or does their arm turn boneless, or do they distort space around them? In any case, it might seem out of place in some campaigns... still, I'm finding ways of working in the tentacle thing in my imagination. I just personally would not have assumed sorcerers would be sprouting tentacles on a regular basis.
 

Glad you like it Paws! Anything specific that jumped out to you that liked?

Though for me, more wahoo the better, but that's just me. :)

Happy Gaming!
 

Wahoo is my shorthand for over-the-top action tropes, visual styles, and character themes. For instance, giving gnomes punk rock hair adds a little more wahoo...
I can see some of this. Just remember that before a lot of these characters were meant to embody individual classes they were meant to highlight the look and feel of our Pathfinder Adventure Paths and the Pathfinder Chronicles Campaign Setting. So really, if anything feels weird, at least visually, that's probably because it has roots in Golarion. Gnomes, for example, have their roots in a realm called the First World and are both tied to the elemental and natural forces of the world, while at the same time being alien - we've actually got a whole book coming up in the near future talking about this.

So yeah, if you come across anything that makes you think, "Okay, what's the deal?" give a shout out and I'm sure we can get you an answer. Though, just a heads up, that answer might sometimes be: Because we think it looks or plays cool.
 

Physically, it's a very nice book. It's big. Almost too big... but not quite. The art is not my preferred style, but it is a pleasing style. I enjoy comic book style fantasy art and the PF stuff is very similar.

The "combat maneuver defense bonus" or whatever it's called is both a concept and a name that could only have come about in a later edition of a game. What a lumpy little monster! However, it is much more elegant and balanced than the numerous subsystems it replaced. It is, in other words, good, although it might give a novice indigestion. That is an example of a general refinement.

Gnomes are definitely not elves or dwarves. They are not exactly how I would conceive a gnome, but they occupy their own niche and have their own character apart from the other races. I consider that good design.

The classes... paladins can now heal themselves in a non-futile fashion. Fighters have a 5th level ability, plus they have Survival. Rangers killed the Horizon Walker and Scout and took their stuff. Sorcerer bloodlines replace but do not replicate bloodline feats, and give an easy tool to flavor sorcery in a given region or campaign (plus, the Destiny source is something different from the norm, and helps give the feeling of a world where oaths and destinies and wishes can shape reality). Turning animal companions into a building system rather than tacking on monster advancement rules is not only good design, but almost exactly how I would done it (I personally would have reduced animal companion to a single set of characteristics, then handed out ability score modifiers, senses, natural weapons, armor, and movement to the various choices). Barbarian rage powers are much improved over the beta version and some systems I've seen, and I think add some customization options that are worth having. Wizards who are generalists no longer get passed over in the firepower department, while specializes are no longer crippled when it comes to providing a variety of spells.

I am happy that despite a lot of changes "under the hood," most things work basically the same. For instances, the Prestige Classes from Love & War are probably underpowered now, but workable. I can rebuild them easily enough. However, almost all of the feats are usable as-is. That is great.
 


So do they sprout an arcane tentacle, or does their arm turn boneless, or do they distort space around them? In any case, it might seem out of place in some campaigns... still, I'm finding ways of working in the tentacle thing in my imagination. I just personally would not have assumed sorcerers would be sprouting tentacles on a regular basis.

Well, they have had aberrations in their family, so sprouting actual tentacles is not too far-fecthed or "wahoo" in my opinion (IIRC it's real tentacles in Beta; I have to check the PF RPG if it's still the same).
 

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